grigri-games 2021-10-05 14:39
cool game, a bit hard though ^^ keep it up!
Foon → Ludum Dare Explorer → LD49 → velho
By jnur
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 983 | 3.34 | 28 | |
| Fun | 820 | 3.36 | 28 | |
| Innovation | 1127 | 2.94 | 28 | |
| Theme | 676 | 3.61 | 28 | |
| Graphics | 1029 | 3.28 | 28 | |
| Audio | 957 | 2.45 | 26 | |
| Humor | 1079 | 2.38 | 27 | |
| Mood | 1149 | 3.02 | 27 |
cool game, a bit hard though ^^ keep it up!
wow. got slight pixel dungeon feel from it. would be fantastic if game wasn't THAT short. but concept is wonderful
Nice job! fits the theme. Some soundtrack would be a nice addition
Very nice graphics and sound. The fact that the spell kept on changing took me a while to realise, as the icon down in the corner is very small, and hard to notice. Also the door is right next to the spawn point. There is no incentive to explore the rest of the dungeon. Kinda bad level design in my opinion.
And are you Finnish? Cause Velho in Finnish means Wizard
A very nice game. I really like the idea that your wand is against you sometimes, has the potential for some interesting gameplay and tactics from the user if you ever decide to continue it! I think some more types of sounds and music would go a long way with this. The particle effects are very cool as well!!
I would have liked to see some slightly different spell effects. Maybe a flame effect and wide spread of darts or missiles. Other than that, I can see great potential for development by adding more variety to the graphics and additional enemy types.
A fun short game with nice fitting graphics and sfx, with some improvements that could be made: took some time to even realize there was a bar with icons on the bottom left, the flat colors without some 2D lights was quite bad to see and with the dash spell you can clip through walls
Overall a nice game
huhh.PNG
I sometimes get inside walls because of the teleportation, but a fun game!
@fonkin Yep, Finnish! I was struggling to think of a name when I realized the game has some similarity to Noita and decided to follow the "Use your native language's word for the main character" -pattern of naming things.
And thanks for the critique on level design, the idea was that you know where the door is but you still need to explore the dungeon to kill the goblins before you can go through the door.
@zsharpfire Thanks! Yeah the HUD isn't that easy to pick up, it's also really far from the player character on the screen so it's not exactly easy to glance at in action
@fketlo Yep, known issue. Noticed it way too late to fix it so had to leave it in, I managed to slightly break the collision detection for the spell without realizing it.
@grigri-games @neputevshina @marmeron @agent-peterson @malcolm Thanks! Having more varied sounds and spells was definitely something I wanted to do, but had to cut due to time running out. I think I actually built the actual level 4 hours before submission, and made & added the sounds two hours before submission :sweat_smile:
I feel you for building the level just 4 hours before submission. My jam games never have any level design, that just feels overwhelming to me :joy: So my games are just open fields with no walls.
I liked the randomly changing spells. It reminded me of a cool roguelike [Zaga-33](http://mightyvision.blogspot.com/2012/04/zaga-33.html) where you had to learn what the alien skills do by using them. I also enjoyed the character art. Such simple and cute, yet quite expressive! 🧙♂️
@joonamo Thanks! I think making a fun and balanced random arena or something like that for this would've been way harder than an MVP level design. I wish I had had more time to actually do a few levels with ramping difficulty, but no way I could've made that in time :smile:
I like the idea, having a wand that uses random spells is pretty cool, and it felt nice to use. The sound and graphics are decent. The hud was a bit small and hard to see. it could have really benefitted from a few more leves and maybe a pair of extra enemy types, but i can see why it would have been difficult to make it in time.
Capture.PNG
Got into the wall and was able to escape without kill all of them.
The spell changing feature was really fun, as was the setting and graphics I would love to play more levels, especially if you added sound.
@zapturk I knew about the wall clipping bug, didn't realize you can just go and walk to the exit when out of bounds :sweat_smile:
@tobold-h Thank you! I definitely did plan originally to have a few levels and maybe even a boss at the end, but obviously ran out of time
@locke8 Thanks for the feedback :slight_smile: The HUD is a bit crappy, yeah. Having to look all the way to the bottom corner to check the next spell is also pretty annoying, didn't realize that until doing playtesting before submission
I eventually figured out how to play - just look at the symbol on the left. Once I had that it became relatively easy. I think teaching that and ramping up in difficulty would be good, but it's a good start!
It had a bit of a learning curve at first, but once I got the hang of it it was fun. I liked the unpredictable/unstable mechanics of the wand. I did notice sometimes that I would be firing right at the enemies and the spell would just graze outside of the enemy's hitbox and not hit them. But that's a nitpick, since this is a really good entry into the competition.
Its a cool game. A bit complicated for me. And i got stuck in a wall.
Having recently played Noita obsessively, I was immediately aware of the influence it had on this game :smile: I was floundering about for a while teleporting into goblins randomly when I noticed the UI displaying the currently primed spell. It would benefit from being centered so it's more in focus, or just bigger in general. Once I figured out the UI, it was fun to know when I should be running and when I should be firing my spells. If you plan to keep developing this game, it would work well as a deck-building sort of game where you put 3 spells from your spellbook onto the wand and they are shuffled around. Just some ideas, loved the game!
@eli-delventhal Yep, the HUD isn't intuitive at all - just shortly explaining it in the start screen would've been a good MVP solution for the jam.
@floxicek Thanks!
@nanobuilder Thanks a lot! Noita actually wasn't an inspiration from the beginning at all (at least consciously), I later realized the similarities and decided to honor them with the name. I've been thinking of ways to improve this or even make it into it's own complete game, and both making the next spell clearer somehow and some variation of that spellbook idea have been on my mind :slight_smile:
Hi there! Thanks for submitting your game for me to play live during my Twitch stream!
If you’d like to rewatch the playthrough, you can find it here:
https://www.twitch.tv/videos/1172268556?t=3h55m35s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin
Like the other comments have said, you really nailed the dungeon crawler feel with the pixel art. The animations in particular were freaking rad. Kinda sad that there was only one level but the level that was there was actually really nicely designed. My only problem is that the teleport doesnt really fit in compared to the other offensive abilities, just feels like a weird inclusion. Oh yeah the line pointer thing looks really nice.
@elysiagriffin Thanks! It was fun watching you play it, and thanks for the good feedback on stream!
@figueroass27 Thank you! I did focus on the graphics & animation maybe even too much, so it's nice to hear that people liked them. The idea behind adding the teleport spell was that you can't just spam spells at goblins, as every once in a while you get something that breaks the pattern of just shooting offensive spells. The idea would've probably worked better if I had had time to add other non-offensive spells as well :thinking:
Not the best idea, but very interesting realization. We need more enemies and bosses)) I think, it can be turned into a real game